If you are able to create the geometry of the objects yourself then you could use 1 geometry array for all of the objects.
In the case of 200 cubes:
  •      Use a QuadArray with 200*6*4 coordinates (numCubes*facesPerCube*coordinatesPerFace) .
  •      Use Transform3D to perform the rotations and translations on the vertices of the cube before you put them into the QuadArray.
  •      If you plan on changing the rotations and translations on the cube frequently then use By-Ref geometry.
Hope this helps,
Renoir

Original message   .    .    .

I don�t really need to move the objects actually I�m just creating a fixed object (with orbitbehavior) which is comprised of say 200 smaller objects (eg Cube) To position each of the
Cubes which make up the overall object I am putting each within a TransformGroup and using the translation method. That gives me 200 TransformGroups.  If I nest them in another
transform group for rotation that gives me 400 total transformGroups� seems a tad excessive and I�m sure it�ll hit performance.

Is there any other (more efficient/faster) way I can do this without using hundreds of transformGroups??

 
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Renoir Sewjee
Software Engineer
ISS International (Welkom)
Tel: +27 (0)57 912 2702
Fax: +27 (0)57 912 2652
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